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L6[02:00:04] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180205 mappings to Forge Maven.
L7[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180205-1.12.zip
(mappings = "snapshot_20180205" in build.gradle).
L8[02:00:18] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L28[05:38:31] <SquidDev> Is there a way to
provide custom block interaction behaviour for players in spectator
mode? It's possible to listen to PIE.RightClickBlock on the client,
but the server is still hard coded to inventories.
L29[05:39:37] <ben_mkiv> the client could
send a message to the server when the event fires
L30[05:41:01] <SquidDev> Yeah, it's
definitely possible to work around. I'm just wondering if there was
an officially supported method before I resorted to that :).
L31[05:41:21] <SquidDev> And, if not,
whether there would be any interest in me putting together a PR to
add something.
L32[05:44:00] <ben_mkiv> somehow every of
the 4 projects i've worked on are using the workaround xD
L33[05:44:15] <ben_mkiv> so for me, it
would be a useful pr and clean up some mess
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L39[06:35:04] *
Arcan slams head into desk
L41[06:35:35] <Arcan> it throws a
NullPointerException on line 30
L42[06:36:01] <Ordinastie> why do you use
ObjectHolder here ?
L43[06:36:10] <Ordinastie> aren't they your
items ?
L44[06:36:23] <Arcan> yes, they are my
items
L45[06:36:30] <Ordinastie> so...
L47[06:38:01] <Ordinastie> let me guess, it
doesn't explain why it does it
L48[06:38:05] <Arcan> nope
L49[06:38:15] <Ordinastie> because there is
no point
L50[06:38:39] <Ordinastie> the purpose of
ObjectHolder is to get a particular instance from a registry
L51[06:39:04] <Arcan> oh I know what i
should be doing :facepalm:
L52[06:39:11] <Ordinastie> it's supposed to
facilitate getting those instances from other mods
L53[06:39:20] <Arcan> actually store the
item i am passing to GameRegistry in a variable
L54[06:39:38] <Ordinastie> yes
L55[06:40:21] <Ordinastie> you already have
the instance, there is no need to dismiss it just to use a
convoluted way to get it again
L56[06:40:51] <Arcan> why mcjty
L57[06:41:08] <Arcan> i guess nothing will
ever be perfect, but thanks for the help!
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L60[07:00:00] <Arcan> Ordinastie: somehow,
fixing that broke my creative tab
L61[07:03:51] <ben_mkiv> parse the new code
please
L62[07:04:10] <ben_mkiv> and did you
actually init itemHeadband?
L63[07:05:17] <ben_mkiv> ot: didnt knew we
can make own creative tabs
L64[07:07:28] <Arcan> tons of mods
since...before 1.7? have had custom creative tabs
L65[07:08:03] <Arcan> ben_mkiv: pushed to
github
L66[07:10:13] <ghz|afk> ben_mkiv: but
almost every mod adds its own creative tab :P
L67[07:10:16] <ben_mkiv> well i've never
had luck with assigning the item in the class
L68[07:10:30] <ben_mkiv> do something like
ModItems.itemHeadband = new
ItemHeadband("headband");
L69[07:10:35] <ben_mkiv> but in preInit of
your mod
L70[07:10:40] <ghz|afk> if coding is a
matter of "luck" to you, you are doing it wrong ;P
L71[07:10:51] <ben_mkiv> well, it didnt
work for me at this place
L72[07:10:57] <ghz|afk> things have a
perfectly defined reason for them to work, and for them not to
work
L73[07:10:57] <ghz|afk> Xd
L74[07:11:18] <ben_mkiv> yea, but for this
particular problem i dont know and dont care xD
L75[07:11:35] <ben_mkiv> im fine with
setting them up in preInit :>
L76[07:11:36] <ghz|afk> Arcan: note that
there's getRegistry().registerAll(a,b,c,d,e,f,...)
L77[07:11:46] <ghz|afk> so you only have to
make one call to register, instead of many
L78[07:12:17] <Arcan> ok, but why is
nothing showing up in the creative tab
L79[07:12:24] <Arcan> the items exist, and
the creative tab exists
L80[07:12:29] <ghz|afk> do you call
.setCreativeTab on them?
L81[07:12:33] <Arcan> they just aren't in
the creative tab
L82[07:12:37] <Arcan> yes, in the
constructor
L83[07:12:47] <ben_mkiv> uhm
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L85[07:12:59] <Arcan> i can /give myself
the items
L86[07:13:11] <Arcan> the models also
aren't working but thats another problem entirely
L87[07:13:16] <Ordinastie> debug the
setCreativeTab call
L88[07:13:48] <Ordinastie> and debug the
CreativeTabs.displayAllRelevantItems
L89[07:14:20] <ben_mkiv> getSubItems for
the creative tab is never overriden in your items?!
L90[07:14:25] <ben_mkiv> i think thats
necessary, isnt it?
L91[07:14:41] <Ordinastie> not if you don't
have subItems
L92[07:15:08] <ben_mkiv> subItems are like
wool where every color is a subItem of white wool?
L93[07:15:15] <ghz|afk> yes
L94[07:15:53] <Arcan> i'm not stacking
multiple things onto a single item class yet
L95[07:15:59] <ghz|afk> good
L96[07:16:03] <ghz|afk> because 1.13
deprecates that
L97[07:16:03] <ghz|afk> ;P
L98[07:16:22] <ghz|afk> so you'd have more
work to undo in 1.13 when they decide to release it
L99[07:16:28] <ben_mkiv> are items with
custom NBT also subitems?
L100[07:16:31] <Arcan> do we still get
NBT?
L101[07:16:44] <ghz|afk> ben_mkiv: if they
have different entries in JEI/Creative, they are subitems
L102[07:16:48] <ghz|afk> Arcan: yes, but
not metadata
L103[07:16:57] <ben_mkiv> ok thanks
L104[07:17:12] <ben_mkiv> i have some mod
where theres the ar glasses and a copy of it for creative with
different nbt
L105[07:17:19] <ghz|afk> so an item won't
be "minecraft:sword:100" to have a durability
L106[07:17:20] <ghz|afk> it will be
L107[07:17:21] <ben_mkiv> so for 1.13 i
have to make 2 seperate items of them
L108[07:17:27] <ghz|afk>
"minecraft:sword{damage=100}"
L109[07:17:35] <ghz|afk> using NBT to
store the value
L110[07:17:52] <ghz|afk> similarly
subitems
L111[07:17:54] <ghz|afk> there was
before
L112[07:17:58] <ghz|afk> minecraft:dye:14
for lapis
L113[07:18:01] <Arcan> cool my items don't
have metadata and i don't handle damage myself
L114[07:18:01] <ghz|afk> it's now separate
items
L115[07:18:05] <ghz|afk> each dye
color
L116[07:18:06] <Arcan> i'm going to have
different variants but it will all use nbt anyways
L117[07:18:18] <Arcan> i'm going to have
subitems eventually but it will use nbt tags
L118[07:18:47] <ghz|afk> that's ok now,
but mojang is trying to deprecate the concept of
subitems/variants
L119[07:18:55] <ghz|afk> they want them to
have their own registry names
L120[07:19:16] <ghz|afk> ofc a lot of mods
will continue doing things "the old way" just because
they already wrote the code that way
L121[07:19:28] <Arcan> screw that, i'm not
coding an exponentially increasing amount of new item classes every
time i want to add a new variant
L122[07:19:31] <ghz|afk> but just because
some mods do that, doesn't mean it's going to be best
practices
L123[07:19:36] <ghz|afk> nono
L124[07:19:39] <ghz|afk> you can reuse
item classes ;P
L125[07:19:45] <ghz|afk> the idea would be
like
L126[07:20:03] <Arcan> the item i am
making has essentially a multi-dimensional array of variants
L127[07:20:10] <ghz|afk> new
ItemHelmet(variant=1).setRegistryName("helmet_variant_a")
L128[07:20:18] <ghz|afk> and so on
L129[07:20:24] <ben_mkiv> ^^ just abstract
in java rather than in minecraft
L130[07:20:26] <ghz|afk> but if you have a
more complex system with MANY variants
L131[07:20:38] <ghz|afk> then it's up to
you
L132[07:20:41] <Arcan> you know how a
padlock has digits^positions possible combinations?
L133[07:20:47] <ghz|afk> I'm just saying
what the best practices will be
L134[07:20:50] <ghz|afk> yes I know
combinatorics
L135[07:20:55] <Arcan> i am not writing
x^y setRegistryName statements
L136[07:21:10] <ben_mkiv> then your code
isnt functional
L137[07:21:12] <ghz|afk> there's a thing
called loops :P
L138[07:21:17] <ben_mkiv> if you have to
rewrite the same multiple times
L139[07:21:19] <ben_mkiv> ^^
L140[07:21:19] <ghz|afk> but as I
said
L141[07:21:22] <ghz|afk> it's up to
you.
L142[07:21:47] <ghz|afk> one wouldn't
expect Tinker's tools to have separate registry names!
L143[07:22:45] <ghz|afk> just imagine
having an entry in jei for
"tinkers:iron_blade_obsidian_guard_wood_handle_broadsword"
L144[07:23:10] <Arcan> hmm
L145[07:23:11] <ghz|afk> it's better if
you want to /give the item
L146[07:23:12] <ben_mkiv> well there will
be different names for all part/material variants, while theres one
item for each tool with custom nbt
L147[07:23:14] <ghz|afk> to just be able
to do
L148[07:23:18] <ben_mkiv> guess thats the
way they have to go
L149[07:23:42] <ghz|afk>
"tinkers:broadsword{blade=obsidian,guard=iron,handle=wood}"
L150[07:23:46] <ben_mkiv> or even the
material in the parts nbt
L151[07:23:49] <ghz|afk> which would just
store those as NBT
L152[07:23:53] <ben_mkiv> yea
L153[07:23:54] <ghz|afk> which is what
they are doing now :P
L154[07:24:10] <Arcan> ok the creative tab
is being set correctly
L155[07:24:20] <ben_mkiv> didnt knew, so
you can give custom tinker tools with give command?
L156[07:24:26] <ghz|afk> ofc
L157[07:24:30] <ghz|afk> it's NBT
data
L158[07:24:42] <ghz|afk> you can /give any
item, no matter how complex
L159[07:24:58] <ghz|afk> it's equivalent
to having crafted that item in the table
L160[07:25:05] <ghz|afk> xcept you can
probably work around the limitations of the mod
L161[07:25:28] <ghz|afk> (you could assign
more modifiers than it's normally possible, I guess)
L162[07:27:17] <Arcan> there are creative
items to add more modifiers
L163[07:27:28] <Arcan> it is possible to
add an arbitrarily high amount of modifiers :)
L164[07:27:49] <ghz|afk> ah true
L165[07:27:50] <ghz|afk> :P
L166[07:30:33] <Arcan> i get the feeling
that the way mojang displays items on creative tabs is stupid
L167[07:30:53] <Arcan> instead of each tab
having an immutable list of ItemStacks to display
L168[07:31:12] <Arcan> each tab iterates
over every item in the game to see if it should display that
itme
L169[07:31:14] <Arcan> *item
L170[07:32:49] <Arcan> yudodis
L171[07:32:56] <ben_mkiv> thats minecraft
in a nutshell
L172[07:33:13] <Arcan> but w h y
L173[07:33:20] <ben_mkiv> wonder how they
managed to code such slow search in creative
L174[07:33:22] <Arcan> this is so
inefficient
L175[07:33:24] <ben_mkiv> but afaik that
got fixed?!
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L177[07:34:02] <Arcan> this is possibly
the worst possible way to do something like this
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L179[07:44:23] <Arcan> i'm starting to
wonder whether i really care if my items display
L180[07:44:26] <Arcan> this just isn't
sane
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L186[07:59:54] <Arcan> tfw mojang's
default code is garbo so you override it
L187[08:07:23] <Arcan> How do i use the
@NonNull annotation, and what does it do?
L188[08:07:42] <ghz|afk> it makes the
compiler and IDE warn you if you try to use a null in it
L189[08:08:06] <ghz|afk> you can put it on
method parameters or method return values
L190[08:08:20] <ghz|afk> @NotNull
ItemStack getContents();
L191[08:08:40] <Arcan> it's @NonNull not
@NotNull
L192[08:08:45] <ghz|afk> both exist
L193[08:08:54] <ghz|afk> one from javax,
one from jetbrains or something like that
L194[08:09:05] <ghz|afk> whichever one is
from java, that's the right one
L195[08:09:23] <ghz|afk> but
L196[08:09:31] <ghz|afk> it's preferred to
just simply use package-level annotations
L197[08:09:33] <Arcan> i'm talking about
the javax one (@NonNull), and i want to specify that one of the
parameters of my functions never be null
L198[08:09:42] <ghz|afk> then just put it
on the parameter
L199[08:09:52] <ghz|afk>
setContents(@NonNull ItemStack contents)
L200[08:10:21] <ghz|afk> but as I was
trying to tell you, it's best to use package-level annotations to
declare that everything will be nonnull
L201[08:10:27] <ghz|afk> and then mark
@Nullable explicitly
L202[08:10:36] <ghz|afk> like this:
L204[08:10:46] <ghz|afk> you can put a
package-info.java file on each package
L205[08:11:22] <Arcan> how do i specify
that a function accepts any number of arguments, like the java main
function accepts String[] args
L206[08:11:51] <ghz|afk>
setValues(String... values)
L207[08:12:16] <ghz|afk> compiles into
"setValues(String[] values)" but with a metadata flag
that marks it as accepting varargs style parameters
L208[08:17:38] <Arcan> ghz|afk: I forget,
is a java list allowed to have duplicate entries?
L209[08:18:23] <ghz|afk> yes, it doesn't
care about the contents
L210[08:18:28] <ghz|afk> Set<> is
the one that does
L211[08:21:32] <Arcan> ok my solution to
this is not to use mojang's creative tab implementation
L212[08:21:45] <Arcan> for some reason,
though, it is throwing NPE's
L213[08:22:09] <Ordinastie> wasn't the MC
font stitched to the atlas ?
L214[08:22:37] <Ordinastie> or was it a
mod that was doing it ?
L218[08:24:36] <Ordinastie> NPE's should
be the easiest thing to debug
L219[08:24:42] <Thiakil> you shouldnt need
to reimplement tab logic like that
L220[08:25:05] <Ordinastie> breakpoint it,
check what is null, and trace it back to where it's set and you
thought it wouldn't be null
L221[08:25:26] <Arcan> Thiakil: the
existing tab logic iterates over every item in the game every time
you click on the tab
L222[08:25:35] <Arcan> um
L223[08:25:42] <Arcan> displayItems is
null
L224[08:25:49] <Arcan> apparently this is
a problem
L225[08:26:15] <ben_mkiv> also im not sure
if you should seperate the unlocalized name with a
":"
L226[08:26:20] <ben_mkiv> rather than a
"."
L227[08:26:41] <Arcan> the unlocalized
name is displaying properly
L228[08:28:20] <Ordinastie> Arcan, you're
wrong at list on one point
L229[08:28:28] <Arcan> let's see if
actually initializing the list helps
L230[08:28:41] <Ordinastie> if
displayItems is null, then your impl doesn't fix anything
L231[08:28:57] <Arcan> well it should
start empty
L232[08:29:04] <Ordinastie> yes
L233[08:29:34] <Ordinastie> displayItems
should not be null
L234[08:29:42] <Arcan> ok it seems that
initializing the NonNullList with a NonNullList.create()
works
L235[08:29:54] <Ordinastie> you should not
be initializing the list
L236[08:30:02] <Ordinastie> the list is
given to you as argument
L237[08:30:19] <Ordinastie> wait
L238[08:30:25] <Ordinastie>
neverming
L239[08:30:30] <Ordinastie> I misread your
code
L240[08:30:41] <Ordinastie> confused your
displayItems with the passed argf
L241[08:30:50] <Arcan> did you miss the
part where i add all elements from displayList to the passed
list
L242[08:31:13] <Ordinastie> why are you
doing that again ?
L243[08:31:36] <Arcan> displayList holds
all the itemstacks that go in the creative tab
L244[08:31:46] <Arcan> how else would i
put the one into the other
L245[08:32:11] <Arcan> also, this actually
works, and doesn't iterate over every item in the game to do
so
L246[08:32:31] <Ordinastie> that doesn't
really answer 'why'
L247[08:32:56] <Arcan> why what?
L248[08:33:10] <Ordinastie> why are you
not using default impl ?
L249[08:33:39] <ben_mkiv> you bloat your
code for no reason
L250[08:33:43] <Arcan> because the default
implementation 1) doesn't work and 2) iterates over every item and
block in the game every time you click on a new creative tab
L251[08:33:52] <Ordinastie> 1) yes it
does
L252[08:34:01] <ben_mkiv> 1.) is proofed
false by every mod out there
L253[08:34:02] <Ordinastie> 2) that's not
really an issue
L254[08:34:36] <Ordinastie> I mean, I made
my own impl of tabs, but I had specific reasons to
L255[08:34:51] <Arcan> i changed something
that had absolutely nothing to do with creative tabs at all and my
items stopped getting added to the creative tab
L256[08:35:09] <Arcan> now it works again,
and i'm happy
L257[08:35:23] <Ordinastie> Arcan, and
instead of trying to figure out why, you just tried to guess
?
L258[08:35:34] <Arcan> i tried to figure
out why
L259[08:35:37] <Arcan> i was not able
to
L260[08:35:46] <Ordinastie> what was the
issue ?
L261[08:36:21] <Arcan> the items were not
being displayed in the creative tab, despite being correctly set as
being in that tab
L262[08:36:32] <Ordinastie> did you debug
that ?
L263[08:36:36] <Arcan> yes
L264[08:36:45] <Ordinastie> with an actual
debugger ?
L265[08:36:55] <Arcan> IntelliJ IDEA has a
built-in debugger
L266[08:37:19] <Ordinastie> then where did
it fail ?
L267[08:37:33] <Arcan> which is how i
figured out that it is looking at every item in the game to see if
it goes in the tab
L268[08:38:34] <Arcan> i don't know where
it failed, because i am not going to step through the 200-odd
blocks and items in the vanilla game until it gets to my
items
L269[08:38:50] <Ordinastie> no
L270[08:38:58] <Ordinastie> you put a
conditional breakpoint
L271[08:39:02] <Arcan> it is faster to
override one method in the vanilla creative tab code
L272[08:39:25] <ben_mkiv> Ordinastie, does
idea support them?
L273[08:39:31] <Ordinastie> of
course
L274[08:39:47] <ben_mkiv> gonna look into
that, allways used code to make them conditional xD
L275[08:39:58] <Ordinastie> that only
works for your own code
L276[08:40:07] <ben_mkiv> yea, or lots of
overriding
L277[08:40:24] <Arcan> yes it supports
conditional breakpoints
L278[08:40:28] <Arcan> which i don't know
how to use
L279[08:40:36] <Ordinastie> at some point,
you should have put a breakpoint in your own item.getSubItem() and
check if it is called
L280[08:40:45] <Arcan> i don't have
subitems
L281[08:40:49] <Arcan> there is no such
method
L282[08:40:51] <Ordinastie> implement
it
L283[08:40:53] <ben_mkiv> you just
rightclick the breakpoint icon it seems
L284[08:40:55] <Ordinastie> call super on
it
L285[08:41:11] <Ordinastie> I assume it
isn't called at all
L286[08:41:15] <Arcan> i have no interest
in putting in extra effort, given that the issue is already
fixed
L287[08:41:15] <Ordinastie> then the
question is why
L288[08:42:09] <Ordinastie>
"something is broken, I'm not gonna fix it, I'm just gonna
avoid it"
L289[08:42:21] <Ordinastie> "there is
no way it's going to blow up on my face later"
L290[08:42:22] <Arcan> exactly
L291[08:42:30] <ben_mkiv> Ordinastie,
while you are here, whats the most complex gui made with your mod
which i could look at?
L292[08:42:47] <Lord_Ralex> i'd wonder
what you changed that "should not affect the tabs"
L293[08:43:03] <Arcan> Lord_Ralex:
looking
L294[08:43:26] <Ordinastie> ben_mkiv,
depends on what you mean by complexity
L295[08:43:36] <Lord_Ralex> changed X, Y
broke, the correct thing is not "let's reimplement Z to hack
it back in"
L296[08:44:13] <ben_mkiv> well, buttons,
inventory and lists would be nice to see
L297[08:44:22] <Arcan> i changed the way i
registered items in a way internal to my code
L298[08:44:38] <Arcan> instead of
registering a new Item() and then using an object holder to get it
back
L299[08:44:47] <Lord_Ralex> so sounds like
somewhere along the way, you didn't do something right
L300[08:44:49] <Ordinastie> you should go
to #malisis
L301[08:45:01] <Arcan> i just have static
values holding each item, and register the static values
L302[08:45:51] <Ordinastie> Arcan, and
somehow, when MC then iterate though the registry to find your
items, it doesn't find them but you "change is not related to
tabs"
L303[08:46:09] <Arcan> the items are in
the registry
L304[08:48:03] <Arcan> in the exact same
way that they were before i changed it, otherwise it would mess up
my inventory / give me the warning message on the loading
screen
L305[08:49:18] <Ordinastie> like I said,
you should have done proper debugging
L306[08:50:48] <Ordinastie> first check if
getSubItems is called for your items
L307[08:51:11] <Ordinastie> if it is,
debug the vanilla impl of it, if it's not, find out why your item
is not found in the registry
L308[08:51:36] <Arcan> how would it be
possible for something that is definitely in the registry not to be
found therein
L309[08:56:34] <Ordinastie> does that mean
you checked and getSubItem is not being called ?
L310[08:57:06] <Arcan> i know it's in the
registry
L311[08:57:20] <ben_mkiv> but is it at the
right time? xD
L312[08:57:36] <Ordinastie> dude, it's
programming, it's not guessworks
L313[08:57:45] <Arcan> exactly, i'm not
guessing
L314[08:57:50] <Arcan> it IS in the
registry
L315[08:58:01] <Arcan> if it was not in
the registry i would not be able to /give myself it
L316[08:58:14] <ben_mkiv>
ModItems.NEKOTAB.addToTab(new ItemStack(this));
L317[08:58:20] <ghz|afk> unless you
register two things with the same name and one overrides the
other?
L318[08:58:20] <ben_mkiv> you are doing
this, with a item that isnt registered
L319[08:58:24] <ben_mkiv> if im not
wrong
L321[08:59:06] <ghz|afk> wait why do you
call attToTab?
L322[08:59:10] <ghz|afk> instead of using
setCreativeTab?
L323[08:59:15] <ghz|afk> addToTab*
L324[08:59:21] <Arcan> because i wrote my
own custom tab
L325[08:59:27] <Ordinastie> ghz|afk,
that's the whole point of this convo
L326[08:59:31] <ghz|afk> that won't work
though
L327[08:59:37] <Arcan> except it
does
L328[08:59:39] <ghz|afk> since you call
that before registry events
L329[08:59:55] <ghz|afk> hmm or wait
hmm
L330[09:00:00] <ghz|afk> nevermind
L331[09:00:00] <Arcan> because the item
associated with that itemstack is the SAME item that gets
registerd
L332[09:00:32] <ghz|afk> yes but forge
stores the registry delegate
L333[09:00:58] <ghz|afk> which can change
the result of stack.getItem
L334[09:01:06] <ghz|afk> but I don't think
it would affect this specific case
L335[09:01:10] <ghz|afk> hence
"nevermind"
L336[09:01:56] <Arcan> is storing one's
own items in statics not the intended method of getting instances
of one's own items?
L337[09:02:07] <ghz|afk> well
L338[09:02:11] <Arcan> it is my
understanding that only one instance of an Item class ever
exists
L339[09:02:16] <ghz|afk> the recommended
way is to do like:
L341[09:02:50] <ghz|afk> and instantiate
them during the registry event
L342[09:02:55] <ghz|afk> but I don't think
that should cause your issues
L343[09:03:29] <ben_mkiv> it did a lot for
me like said earlier
L344[09:03:43] <ben_mkiv> i didnt even get
it to work with creating item instances in the constructor like he
does
L345[09:04:15] <ben_mkiv> as the call was
to early and something from forge wasnt up then and didnt get
it
L346[09:04:22] <ghz|afk> all I can say is
that I have been doing like in the link I pasted, for all my
mods
L347[09:04:27] <ghz|afk> and it has never
failed me
L348[09:06:03] <ben_mkiv> well my items
have a defaultItem (
https://pastebin.com/QZpdnZxv)
which is set in preInit like => InterfaceAuthority.itemDefault =
new InterfaceAuthority();
L349[09:06:17] <Arcan> changed it to the
way ghz|afk does it, although that should really only change when
the class is instantiated
L350[09:06:34] <ben_mkiv> and registered
on the later appearing item registry events using this
defaultitem
L351[09:07:20] <Arcan> i don't even have
to be adding the items to the creative tab inside the item
constructor, i could do that immediately after registering
them
L352[09:08:07] <Arcan> ghz|afk: changed my
registry thing to match yours, still works
L353[09:08:29] <ben_mkiv> and now try
without your custom tab impl
L354[09:08:33] <ben_mkiv> and it should
still work
L355[09:08:42] <Arcan> is setCreativeTab a
public method
L356[09:09:05] <ben_mkiv> yes
L357[09:09:12] <ghz|afk> yes
L358[09:09:59] <ben_mkiv> is a short
answer on the question "how does hunger work in
minecraft?" possible?
L359[09:10:27] <Lord_Ralex> you do stuff,
you get hungry, you eat, you get full
L360[09:10:31] <Lord_Ralex> that short
enough?
L361[09:11:29] <ben_mkiv> thats pretty
sketchy
L362[09:11:46] <ben_mkiv> at all i want to
know how much work it is to make hunger a thing for mobs
L363[09:12:27] <ben_mkiv> but looking at
the code, it seems to be all EntityPlayer related
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L365[09:12:35] <ghz|afk> hunger: there's
two values, the "fullness" (it's wrong to call it hunger
since the more you have the less hungry you are) and
"saturation"
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L367[09:13:20] <Arcan> ghz|afk:
setCreativeTab() works
L368[09:13:22] <Arcan> HOWEVER
L369[09:13:40] <Arcan> i am not getting
rid of my custom tab, because it lets me set the order i want
things in
L370[09:14:03] <ben_mkiv> yea thats
something that annoyed me, too
L371[09:14:20] <Ordinastie> that's one of
the reason I implemented mine too
L372[09:14:20] <Lord_Ralex> that's a
better reason to reimplement it
L373[09:14:23] <Arcan> the order in which
i add things to the tab is the order that they will display
in
L374[09:14:42] <Arcan> the order i am
getting with setCreativeTab is illogical
L375[09:14:42] <ben_mkiv> lul
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L377[09:14:58] <ben_mkiv> dont make your
own custom impl!!!! 2hours later "thats why i made mine,
too"
L378[09:15:53] <Ordinastie> Ordinastie>
I mean, I made my own impl of tabs, but I had specific reasons
to
L379[09:20:25] <Arcan> the other nice
thing about the custom tab impl is that it is way easier to add nbt
variants to the tab than it is to use getSubItems
L380[09:23:22] <ghz|afk> eh how so?
L382[09:23:48] <ghz|afk> you can just loop
within getSubItems
L383[09:25:15] <Arcan> i can just make an
itemstack, set the tags i want, and call addToTab() on it
L384[09:25:28] <Arcan> not call it on the
itemstack, but you get it
L385[09:25:54] <ghz|afk> I don't see the
advantage, given that doing it in getsubitems is exactly the
same
L386[09:25:58] <ghz|afk> just you add to
the list ;P
L387[09:26:05] <ghz|afk> the only
advantage is the ordering
L388[09:27:11] <ghz|afk> actually it might
be slightly more cpu-efficient? but would use a corresponding
slightly more memory
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L390[09:30:01] <Arcan> now, my original
problem
L391[09:30:09] <Arcan> why isn't my custom
3D item model rendering
L392[09:34:24] <ghz|afk> what is rendering
instead?
L393[09:34:47] <Arcan> the default
minecraft helmet model, with a missing texture
L394[09:35:00] <ghz|afk> so are you
talking about the item in the inventory
L395[09:35:04] <ghz|afk> or the equipped
armor
L396[09:35:16] <Arcan> the equipped armor
model
L397[09:35:25] <Arcan> i'm trying to
render a json item model on the player's head
L398[09:35:36] <Arcan> like how the
minecraft:pumpkin works
L399[09:35:38] <ghz|afk> okay so, do you
have a link to your item's getArmorModel, and to the armor model
you return from it?
L400[09:35:46] <Arcan> not using an
armormodel
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L402[09:35:53] <ghz|afk> oh I see
L403[09:36:13] <ghz|afk> you are trying to
do "like a pumpkin", no idea then
L404[09:36:23] <Arcan> i have another item
that does use an armor model and i got that to work
L405[09:36:25] <ghz|afk> I'm not sure that
uses the item model at all
L406[09:36:29] <ghz|afk> I think it's just
a box with a texture
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L409[09:40:49] <Arcan> hmm
L410[09:40:52] <Arcan> modelbiped is
wierd
L411[09:41:10] <Arcan> where does it
assign the texture...
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L413[09:48:42] <Arcan> who is
deadmau5
L414[09:48:56] <ben_mkiv> music
producent
L415[09:49:03] <Corosus> a primary
canadian export
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L417[09:50:37] <Arcan> there's apparently
a layer for his head in the MC entity layer rendering code
L418[09:53:40] <Corosus> yarp
L419[09:53:47] <Corosus> gotta have those
ears
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L424[09:59:22] <Arcan> Thiakil: do you
know how one would get a json model to render on one's head?
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L426[10:08:17] <ben_mkiv>
renderlayers
L427[10:10:48] <Arcan> can you explain
further
L428[10:12:40] <Arcan> ben_mkiv: please
explain?
L429[10:12:45] <ben_mkiv> never used
them
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L431[10:13:53] <ben_mkiv> my tip is to
look at other mod sources and how they did it to get a idea of how
to get started
L432[10:14:04] <Arcan> what other
mods?
L433[10:14:13] <ben_mkiv> that add
cosmetic stuff
L434[10:14:35] <Arcan> so...that mod that
adds C&B custom armor, maybe?
L435[10:14:39] <Arcan> or Tails?
L436[10:14:47] <Arcan> would those add
RenderLayers?
L437[10:14:58] <ben_mkiv> idk. some of
them use baubles
L438[10:15:27] <ben_mkiv> which actually
uses renderlayer
L440[10:17:31] <ben_mkiv> its probably
kinda same without baubles but that you have to register the
renderLayer event on your own
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L442[10:17:46] <ben_mkiv> because of this,
for cosmetic stuff i would suggest to just go with baubles
L443[10:17:51] <Arcan> it seems this is
the answer to another thing i was wondering
L444[10:18:06] <Arcan> "how do you
make an animated armor model"
L445[10:18:24] <ben_mkiv> probably only
works with custom render code
L446[10:25:16] <Arcan> ben_mkiv: i mean
this is cosmetic but it is functional as well
L447[10:25:22] <Arcan> it adds armor value
and stuff
L448[10:25:45] <Arcan> and does special
things depending on which one you are wearing
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L450[10:29:33] <Arcan> ben_mkiv:
renderlayers are custom render code
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L459[10:51:30] <ben_mkiv> then do your
animations there
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L462[11:46:22] ***
Lynndis[con] is now known as Lynndis
L463[12:02:01] <Arcan> What about an
ImmutableMap is immutable?
L464[12:02:18] <Ordinastie> the map
part...
L465[12:02:33] <Arcan> explain
please?
L466[12:03:00] <Arcan> it's not a Java
class
L467[12:03:36] <Ordinastie> do you know
what immutable means ?
L468[12:03:45] <Arcan> it means you can't
change it?
L469[12:03:49] <Ordinastie> yes
L470[12:03:49] <Arcan> strings are
immutable
L471[12:03:58] <Arcan> you can't add
characters in the middle
L472[12:04:14] <Arcan> you can get an
entire new string object with the characters added but it is a
different object entirely
L473[12:04:28] <Ordinastie> well,
ImmutableMap is a map with the same rules
L474[12:04:30] <Ordinastie> it can't
change
L475[12:04:40] <Ordinastie> you can't add
or remove elements
L476[12:06:45] <Arcan> ok thanks
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L492[15:01:33] <Matts> Hii Question, the
TickEvent.ClientTickEvent *should* tick with 20 ticks per second
right?
L493[15:01:53] <Matts> Cannot find any
documentation on this, but knowing Minecraft I would think
so?
L494[15:03:15] <ghz|afk> yes
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L514[17:21:16] <TechnicianLP> Matts: iirc
that event had Pre and Post
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L516[18:44:35] <kashike> ...so is it
expected that mods use reflection to access the toolClass field on
ItemTool?
L517[18:44:39] <kashike> if so: why
L518[18:53:42] <LexMobile> no..
L519[18:54:19] <LexMobile> why would you
jump to that?
L520[19:01:00] <Arcan> does anyone know of
a mod that implements its own registry for something
L521[19:01:07] <Arcan> i'm not really sure
what i need to do to create mine
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L523[19:07:30] <TehNut> Arcan: Use
RegistryEvent.NewRegistry and RegistryBuilder
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L526[19:24:05] <Arcan> TehNut: I
understand that, but how
L527[19:24:08] <Arcan> sorry was AFK
L528[19:24:24] <Arcan> what do i do with
registrybuilder
L529[19:24:32] <TehNut> You... build a
registry
L530[19:24:41] <TehNut> look at it
L531[19:24:56] <Arcan> I did. I'm still
confused.
L532[19:25:06] <TehNut> About which
part
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L534[19:25:40] <Arcan> ...all of it?
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L536[19:26:03] <Arcan> so i've registered
an event handler for RegistryEvent.NewRegistry
L537[19:26:12] <Arcan> I understand that I
need to do something with RegistryBuilder
L538[19:26:13] <LexMobile> why do you want
a registry
L539[19:26:33] <Arcan> LexMobile:
dynamically generated components that other mods can add to
L540[19:27:19] <Arcan> i have a helmet
that uses a part as a base
L541[19:27:21] ***
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sent over the wire as ints/serialized to disc?))
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L543[19:27:56] <Arcan> ...
L544[19:28:21] <Arcan> I want to add a
registry that other mods can register helmets to so that my helmet
will recognize those as acceptable bases
L545[19:28:53] <LexMobile> read the rest
of my question
L546[19:29:10] <LexMobile> It sounds like
you dont need a registry but more of a marker.
L547[19:29:40] <LexMobile> But in reguard
to the registry. Its a fucking builder object... its a fairly
standard design in Java...
L548[19:29:49] <Arcan> I need some
collection of the items that are acceptable bases so i can get
texture data and other information from them.
L549[19:30:13] <Ordinastie> that's what is
called an Interface
L550[19:31:39] <Arcan> Ordinastie: can i
check that the Item to which an ItemStack in a crafting recipe
belongs instantiates an interface as a condition for a recipe being
valid?
L551[19:31:44] <LexMobile> Or just a basic
API.
L552[19:32:10] <LexMobile>
YourMod.addBase(myItem)
L553[19:32:31] <LexMobile> Again does your
'registry' need to be serialized to disc, or saved in the world
save by integer ids?
L554[19:32:42] <LexMobile> serialized to
network*
L555[19:33:00] <Arcan> no
L556[19:33:25] <LexMobile> then you dont
need a Forge registry.
L557[19:33:29] <Ordinastie> Lex, I assume
1.13 will greatly simplify Forge Regsitry ?
L558[19:33:35] <Arcan> it does not need to
be saved to disc or serialized to network - the information can be
regenerated on game startup
L559[19:33:35] <LexMobile> Dont know
L560[19:33:51] <LexMobile> What are you
doing with the data, exactly
L561[19:33:56] <LexMobile> What are you
trying to acomplish
L562[19:34:26] <Arcan> the data is a
ResourceLocation pointing to a texture, an ArmorProperties
(optional), and an ArmorMaterial
L563[19:34:48] <Ordinastie> just go learn
about interfaces
L564[19:35:10] <Arcan> i know how
interfaces work...i am using some already
L565[19:35:30] <Ordinastie> then you
shouldn't really be asking those questions
L566[19:36:01] <Arcan> if i knew what i
was doing well enough to actually do it, i wouldn't be asking any
questions
L567[19:36:08] <LexMobile> ya you dotn
want a Forge registry you just want mods to send you extra
data
L568[19:36:11] <Arcan> I understand the
basic concept of a Java interface
L569[19:36:16] <LexMobile> So design a API
and tell modders to use it
L570[19:36:23] <Arcan> ok, thanks
L571[19:36:25] <LexMobile> or use
IMCs
L572[19:36:42] <LexMobile> or say screw it
and dont ask other modders to add compat for your mod, but instead
you add compat for theirs.
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L574[19:40:03] <Arcan> other thing that i
think i can do easily with a registry (by storing the registryname
as nbt) - somehow, get an Item from an ItemStack that isn't an
itemstack of that Item
L575[19:40:24] <Ordinastie> what does that
even mean
L576[19:40:42] <Arcan> other mod sends my
mod a helmet
L577[19:40:59] <LexMobile> you cant get a
item from a itemstack that isnt the item in that itemstack...
L578[19:41:10] <Arcan> can i get an item
from the registry name of that item?
L579[19:41:20] <LexMobile> yes
L580[19:41:26] <Arcan> without
@ObjectHolder's?
L581[19:42:03] <LexMobile> yes
@ObjectHolders are just helpers. Because you shouldnt be constantly
querying the registry as its slow
L582[19:51:56] <Arcan> does
getRegistryName return a String or a ResourceLocation
L583[19:53:04] <Arcan> looks like a
ResourceLocation...
L584[20:01:56] <Ordinastie> the mere fact
that you asked is quite worrying
L585[20:17:12] <Arcan> it occurred to me
after asking that i could very easily look the answer up in the MC
source
L586[20:33:22] <Arcan> Between which two
FML loading events do RegistryEvent.Register events fire?
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L600[23:06:20] <Zidane> Anyone have any
idea why my TESR that renders an Item on the side of a block would
always appear dark?
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